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뇌기반 3D 가상환경 멀미 경감 솔루션 개발

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dc.contributor.author한경훈-
dc.contributor.author김현택-
dc.contributor.author박창훈-
dc.contributor.author김응석-
dc.contributor.author김대근-
dc.contributor.author우성호-
dc.date.accessioned2021-09-07T19:53:29Z-
dc.date.available2021-09-07T19:53:29Z-
dc.date.created2021-06-17-
dc.date.issued2011-
dc.identifier.issn1598-0936-
dc.identifier.urihttps://scholar.korea.ac.kr/handle/2021.sw.korea/114439-
dc.description.abstractSeveral studies indicated that a rest frame reduced cybersickness, especially the vection induced sickness, associated with exposure to real 3D virtual environments. The form and the way realizing the rest frame in 3D virtual environments have different effects on immersion, presence and reducing cybersickness. Therefore it is important to find the most effective form and method realizing a rest frame in 3D virtual environments reducing cybersickness while at the same time maintaining presence and immersion. In this study, we realized a 3D rectangular-tunnel rest frame and a real 3D virtual environment inducing cybersickness. For verifying the rest frame’s effect of reducing cybersickness, 10 subjects were exposed to both rest and non-rest conditions after an interval of three days after the real 3D virtual environment. We recorded electrogastrogram, skin conductance, heart rate, and respiration during the exposure to 3D virtual environment. Simulator sickness questionnaire(SSQ) was used for measuring the intensity of the sickness before and after the exposure. The results showed that the scores of SSQ were not reduced significantly by using the rest frame. All 4 electro-physiological responses were not changed significantly from the baseline period to the exposure of 3D virtual environment in the rest frame condition compared to the non-rest frame condition. The results suggest that 3D rectangular-tunnel rest frame is not an adapted rest frame for reducing cybersickness in real 3D virtual environments.-
dc.languageKorean-
dc.language.isoko-
dc.publisher한국문화산업학회-
dc.title뇌기반 3D 가상환경 멀미 경감 솔루션 개발-
dc.title.alternativeBrain-based development of cybersickness solution in 3D Virtual Environment-
dc.typeArticle-
dc.contributor.affiliatedAuthor한경훈-
dc.contributor.affiliatedAuthor김현택-
dc.contributor.affiliatedAuthor우성호-
dc.identifier.bibliographicCitation문화산업연구, v.11, no.2, pp.5 - 16-
dc.relation.isPartOf문화산업연구-
dc.citation.title문화산업연구-
dc.citation.volume11-
dc.citation.number2-
dc.citation.startPage5-
dc.citation.endPage16-
dc.type.rimsART-
dc.identifier.kciidART001581086-
dc.description.journalClass2-
dc.description.journalRegisteredClasskci-
dc.description.journalRegisteredClassother-
dc.subject.keywordAuthorcybersickness-
dc.subject.keywordAuthorrest frame-
dc.subject.keywordAuthor3D virtual environment-
dc.subject.keywordAuthorcybersickness-
dc.subject.keywordAuthorrest frame-
dc.subject.keywordAuthor3D virtual environment-
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